![]() ![]() ![]() That may sound unusual, but the final parts are indeed so in-depth compared to the first section of the story that it feels like two different teams worked on this. The main issue with The Silent Age is that it feels like two completely different games, with a marked uptick in quality from around the sixth chapter onwards. It is this particular switching element of the adventure that drives the majority of the puzzles through the first half, and although extremely simple in nature at times (no way out in the present, and then suddenly flicking to the future to find a gaping hole in the floor, for instance), there is a novelty factor that carries the action forwards, tied together with the intriguing tale of what Joe must do to prevent the supposed impending doom. Saplings will have grown beyond imagination, walls will have started to crumble, and various people are now mere skeletal figures, to name just a few examples. The twist comes in how switching from one time period to the next means that certain things will have changed. Taking on a regular point-and-click style (although also allowing for controller mapping for movement and actions, depending upon preference), the escapade plays out in the same vein as other titles in this genre, with interactions between the lead and other characters, the collection and manipulation of objects to use with various aspects of the surrounding environment, and plenty of visiting (and re-visiting) numerous areas to progress the story and figure out how to complete Janitor Joe's newfound mission. Ever wondered what the future looks like compared to now? What it would be like to be able to switch momentarily between the present and years ahead to compare and contrast? Well, in The Silent Age a simple janitor, named Joe, is thrown into a complex time-travelling adventure where that is indeed possible. ![]()
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